#pragma once #include "UIScene.h" #include "UIControl_MultiList.h" class UIScene_SettingsUIMenu : public UIScene { protected: static int m_iControlTypeSettingA[6]; private: enum EControls { eControl_MultiList = 0, eControl_DisplayHUD = 1, eControl_DisplayHand = 2, eControl_ShowTooltips = 3, eControl_DisplayAnimatedCharacter = 4, eControl_InGameGamertags = 5, eControl_ShowSplitscreenGamertags = 6, eControl_ShowClassicCrafting = 7, eControl_HideSaveSizeBar = 8, eControl_InterfaceOpacity = 9, eControl_SensitivityInMenu = 10, eControl_UISize = 11, eControl_UISizeSplitscreen = 12, eControl_ControlType = 13, }; UIControl_MultiList m_multiList; bool m_bNeedsMultiListPopulate; bool m_bInitialPopulateDone; bool m_bPendingSliderUpdate; int m_iPendingSliderId; int m_iPendingSliderValue; bool m_bControlTypeChanged; bool m_bNotInGame; UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) UI_END_MAP_ELEMENTS_AND_NAMES() public: UIScene_SettingsUIMenu(int iPad, void *initData, UILayer *parentLayer); virtual ~UIScene_SettingsUIMenu(); virtual EUIScene getSceneType() { return eUIScene_SettingsUIMenu;} virtual void tick(); virtual void updateTooltips(); virtual void updateComponents(); virtual void handleGainFocus(bool navBack); protected: // TODO: This should be pure virtual in this class virtual wstring getMoviePath(); public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); virtual void handleSliderMove(F64 sliderId, F64 currentValue); virtual void handleCheckboxToggled(F64 controlId, bool selected); virtual void handlePress(F64 controlId, F64 childId); void setGameSettings(); };